#define COMPILE_MODE_1 compileFinal
#define COMPILE_MODE_2 preprocessFile
//LineNumbers

fn_initUnit = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initUnit.sqf";
fn_initPlayer = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initPlayer.sqf";
fn_weather = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_weather.sqf";
fn_time = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_time.sqf";
fn_initStart = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initStart.sqf";
fn_searchVeh = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_searchVeh.sqf";
fn_getLivePlayer = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getLivePlayer.sqf";
fn_getOtherPlayer = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getOtherPlayer.sqf";
fn_getOtherPlayer2 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getOtherPlayer2.sqf";
fn_controlGroup = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_controlGroup.sqf";
fn_buildingGuard = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_buildingGuard.sqf";
fn_createGroup = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createGroup.sqf";
fn_createGroup2 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createGroup2.sqf";
fn_spawnAI = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_spawnAI.sqf";

fn_createE = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createE.sqf";
fn_initENew = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initENew.sqf";
fn_createUnit = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createUnit.sqf";
fn_createVeh = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createVeh.sqf";
fn_createSupply = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createSupply.sqf";

fn_initE5 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initE5.sqf";



fn_createEND = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createEND.sqf";
fn_runNpc = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runNpc.sqf";
fn_createG = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createG.sqf";
fn_controlG = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_controlG.sqf";

fn_controlSearch = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_controlSearch.sqf";
fn_createS1 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createS1.sqf";
fn_createS2 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createS2.sqf";

fn_initPatrol = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initPatrol.sqf";
fn_controlPatrol = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_controlPatrol.sqf";
fn_createGroup3 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createGroup3.sqf";

fn_spawnA = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_spawnA.sqf";
/*
fn_createA1 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createA1.sqf";
fn_createA2 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createA2.sqf";
fn_createA3 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createA3.sqf";
fn_createA4 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createA4.sqf";
fn_controlA = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_controlA.sqf";
*/

fn_createEscape = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createEscape.sqf";
fn_spawnS = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_spawnS.sqf";

fn_checkPos = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_checkPos.sqf";
fn_checkNearMarker = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_checkNearMarker.sqf";
fn_tpPlayer = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_tpPlayer.sqf";
fn_moveInVeh = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_moveInVeh.sqf";

fn_setSkill = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_setSkill.sqf";
fn_cleanup = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_cleanup.sqf";
fn_runSupport = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runSupport.sqf";
fn_initTask = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initTask.sqf";
fn_runIDAP = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runIDAP.sqf";
fn_eventSupport = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_eventSupport.sqf";

fn_supplyDrop = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_supplyDrop.sqf";
fn_supplyDropGreen = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_supplyDropGreen.sqf";
fn_supplyDropEquip = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_supplyDropEquip.sqf";
fn_bomber = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_bomber.sqf";
fn_addSupport = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_addSupport.sqf";


fn_airStrike = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_airStrike.sqf";
fn_airStrikeSmall = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_airStrikeSmall.sqf";
fn_airStrikeFake = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_airStrikeFake.sqf";
fn_mi48 = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_mi48.sqf";

fn_cleanupTerrain = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_cleanupTerrain.sqf";
fn_cleanupGrass = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_cleanupGrass.sqf";
fn_clearUnit = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_clearUnit.sqf";
fn_onUnitDead = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_onUnitDead.sqf";

fn_getWeaponMag = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getWeaponMag.sqf";
fn_getWeaponName = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getWeaponName.sqf";

fn_initCivCar = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initCivCar.sqf";
fn_getPosNearLocal = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPosNearLocal.sqf";
fn_squadAI =  COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_squadAI.sqf";

fn_runSupportMort =  COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runSupportMort.sqf";
fn_runSupportMine =  COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runSupportMine.sqf";
fn_hearingAids =  COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_hearingAids.sqf";
fn_tpPlayers = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_tpPlayers.sqf";
//fn_createBunker = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createBunker.sqf";
//fn_createBunkerBig = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createBunkerBig.sqf";
fn_clearGrass = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_clearGrass.sqf";
fn_createVehSimple = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createVehSimple.sqf";
fn_getPlayerAttack = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPlayerAttack.sqf";
fn_getPlayerNear = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPlayerNear.sqf";
fn_captiveAI = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_captiveAI.sqf";
fn_aiNum = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_aiNum.sqf";
fn_weaponNum = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_weaponNum.sqf";
fn_updatePlayers = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_updatePlayers.sqf";

fn_checkPosNearPlayer = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_checkPosNearPlayer.sqf";
fn_getPosNearLand = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPosNearLand.sqf";
fn_getPosNearRoad = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPosNearRoad.sqf";

fn_showScore = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_showScore.sqf";
fn_pickupMoney = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_pickupMoney.sqf";
fn_putMoney = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_putMoney.sqf";
fn_talk = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_talk.sqf";

fn_getPlayerRed = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPlayerRed.sqf";
fn_getPlayerGreen = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPlayerGreen.sqf";
fn_tpPlayerGreen = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_tpPlayerGreen.sqf";
fn_isPlayerRed = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_isPlayerRed.sqf";

fn_randomMask = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_randomMask.sqf";
fn_createVehGroup = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createVehGroup.sqf";
fn_addWaypoint = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_addWaypoint.sqf";
fn_addWaypointCycle = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_addWaypointCycle.sqf";
fn_createES = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createES.sqf";
fn_getPlayerEyeMe = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPlayerEyeMe.sqf";
fn_showHowWin = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_showHowWin.sqf";

fn_playerPain = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_playerPain.sqf";
fn_throw = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_throw.sqf";
fn_getWeaponType = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getWeaponType.sqf";
fn_runSupportAT = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runSupportAT.sqf";
fn_checkSee = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_checkSee.sqf";
fn_findBuildingCover = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_findBuildingCover.sqf";
fn_findCover = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_findCover.sqf";
fn_findCoverPos = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_findCoverPos.sqf";
fn_initWeapon = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initWeapon.sqf";

fn_changeDamage = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_changeDamage.sqf";
fn_isUnitTox = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_isUnitTox.sqf";
fn_buildingStatic = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_buildingStatic.sqf";
fn_createStatic = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createStatic.sqf";

fn_supplyDropUAV = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_supplyDropUAV.sqf";
fn_runSupportUAV = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_runSupportUAV.sqf";

fn_addActionB = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_addActionB.sqf";
fn_initUnitLocal = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initUnitLocal.sqf";
fn_radioEffect = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_radioEffect.sqf";

fn_pee = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_pee.sqf";
fn_camToUnit = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_camToUnit.sqf";
fn_bomberAI = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_bomberAI.sqf";
fn_mapEffect = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_mapEffect.sqf";
fn_onKeyDoUser = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_onKeyDoUser.sqf";
fn_canSpawnAI = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_canSpawnAI.sqf";

fn_initUnitMedic = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_initUnitMedic.sqf";
fn_createGN = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createGN.sqf";
fn_aiNeedSupport = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_aiNeedSupport.sqf";

fn_loadPlayerVar = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_loadPlayerVar.sqf";
fn_savePlayerVar = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_savePlayerVar.sqf";
fn_easySL = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_easySL.sqf";
fn_onPlayerJoin = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_onPlayerJoin.sqf";
fn_getPlayerDis = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_getPlayerDis.sqf";
fn_toxic = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_toxic.sqf";
fn_toxicKeep = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_toxicKeep.sqf";
fn_aiDown = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_aiDown.sqf";
fn_killEffect = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_killEffect.sqf";
fn_headShot = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_headShot.sqf";
fn_aiCallMedic = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_aiCallMedic.sqf";
fn_createMedic = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createMedic.sqf";
fn_drawName = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_drawName.sqf";
fn_createDefend = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createDefend.sqf";
fn_planeLand = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_planeLand.sqf";
fn_addWaypointKeep = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_addWaypointKeep.sqf";
fn_isArmed = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_isArmed.sqf";
fn_showNear = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_showNear.sqf";
fn_cleanupNear = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_cleanupNear.sqf";
fn_isOutMap = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_isOutMap.sqf";
fn_doubleWeapon = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_doubleWeapon.sqf";
fn_fnc = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_fnc.sqf";
fn_para = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_para.sqf";
fn_lockVeh = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_lockVeh.sqf";

fn_createAir = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_createAir.sqf";
fn_doMove = COMPILE_MODE_1 COMPILE_MODE_2 "functions\fn_doMove.sqf";